/Engine/Source/Runtime/Engine/Public/SceneManagement.h
Encapsulates the data which is used to render a decal parallel to the game thread.
class FDeferredDecalProxy
bool
bOwnerSelected
constUSceneCom...
Component
Pointer back to the game thread owner component.
FTransform
ComponentTrans
Used to compute the projection matrix on the render thread side, includes the DecalSize
FLinearColor
DecalColor
UMaterialInterf...
DecalMaterial
float
FadeInStartDelayNormalized
float
FadeScreenSize
*
FadeT
FadeT = saturate(1 - (AbsTime - FadeStartDelay - AbsSpawnTime) / FadeDuration)   refactored as muladd:
float
InvFadeDuration
float
InvFadeInDuration
int32
SortOrder
Larger values draw later (on top).